The game is based on the Super Smash Bros. series, featuring many of its gameplay mechanics and characters. However, this Flash game does not aim to clone the Super Smash Bros. games, as the content inclusion criteria has been loosened to include content from any series that has ever appeared on a Nintendo console, allowing the roster access to other third and fourth-party characters including, but not limited to Sora, Lloyd, Naruto, Ichigo, and Goku.

Contents

Gameplay

Super Smash Flash 2's gameplay is very similar to the official Super Smash Bros. games. Unlike most traditional fighting games, a character's health is measured by a damage percentage counter. As the character is attacked, damage accumulates, and the percent value increases. The higher the percentage, the easier it is for a character to be knocked off the stage.

The controls are also different from its predecessor. The W, A, S, and D keys are now assigned to Player 1's movement, while the arrow keys move a second player. The O and P keys still remain in P-1's possession, however, as the O key is used for special moves (or activating a Final Smash), the P key for standard attacks, the I key for shield, and the 1 key for taunting. P-2 uses the 1 key on the numpad for special moves (or activating a Final Smash), numpad 2 for standard attacks, numpad 3 for shield and numpad 4 for taunt. Players can customize their controls in the menu.

Matches can be played in either Time, Stock mode, or a combination of the two. In Time Mode, each player receives a point when they KO an opponent, and loses a point if they are KO'd, or if they self-destruct. At the end of the designated time limit, the player with the most points wins. Should two or more players accumulate the same amount of points, there will be a Sudden Death match to determine the winner. In Stock mode, each player is given a chosen amount of lives, and every time they are KO'd or self-destruct, they lose a life. When a player loses all of their lives, they are "defeated", and the match concludes when there is only one player, or one team left standing.

Starter characters

Mario is the protagonist of the Super Mario franchise and the mascot of the company, Nintendo. Mario is considered the most well-balanced character in the game, making him perfect for first-time players. He retains his Fireball and has a cape that reflects projectiles and thrown items.

Luigi is Mario's younger twin brother and partner or ally in his adventures. Sharing various similarities with his brother, he possesses a nearly identical moveset, but with their own properties. For instance, his Fireball is green and is not affected by gravity. He also comes with his own attacks like the Green Missile. Luigi also jumps noticeably higher than Mario.

Princess Peach is a main character and damsel-in-distress from the Super Mario series. Peach has floaty properties and can remain airborne for many seconds. Peach uses many attacks from her past game appearances such as a golf club. She can also pluck vegetables from the ground.

Bowser is the King of the Koopas and the most recurring antagonist in the Super Mario series. Bowser is one of the biggest character in the game and the heaviest out of all. This may prove a big advantage for Bowser, as he can deal really strong attacks to launch his foes, but may also prove a disadvantage making Bowser a big target. He has different ways to attack like his signature Fire Breath, whom he can scorch his opponents, or his Bowser Bomb, which makes him pound the ground to crush everything below him.

Donkey Kong is a character from the Mario spin-offs but also the protagonist of his own series. Donkey Kong is a really big character making him very vulnerable to attacks, but on the other hand, he is one of the strongest characters in the game. He can deliver powerful punches and slap the ground. He can also carry around with him other characters.

Wario is yet another Mario spin-off character who also stars his own series. He is also Mario's bitter and greedy rival. Wario is an unusual fighter with unorthodox methods: he can open his jaw to chew his opponents, but he can also use his explosive flatulences as attacks, depending on its charge.

Link is the protagonist of The Legend of Zelda from Nintendo. His basic attacks consist in slashing with the Master Sword but also possess other physical attacks like kicks or the hilt of the word itself. Link also carries a wide variety of weapons like the Gale Boomerang, bombs, and a new ability to mix this with the Hero's Bow.

Zelda is the princess of Hyrule and eponymous character of the series. As the holder of the Triforce of Wisdom, Zelda is bestowed with a lot of magical abilities, in favour of regular melee attacks, including the 3 enchants of the goddesses: Din's Fire, Nayru's Love and Farore's Wind. Her magic abilities also allow her to transform into her sheikah alter-ego Sheik.

Sheik is a persona secretly assumed by Zelda in the game The Legend of Zelda: Ocarina of Time. This sheikah alter ego is the exact opposite of Zelda as Sheik relies more on physical attacks rather than magic and is considerably faster than the stylish princess. Being a ninja-like character, Sheik poses quick weapons for her use such as almost invincible needles, or the use of Deku Nuts to swiftly appear and disappear.

Samus is a female space bounty hunter who is the protagonist of Nintendo's Metroid series. Samus was given a biological suit by the Chozo called the Power Suit which grants her endurable protection and is integrated with a variety of weapons and projectiles such as a Charge Shot, and an unlimited supply of missiles.

Zero Suit Samus is simply Samus without her Power Suit. This way, Samus exhibits more athletic and flexible movements, as well as being more a speedster character. Samus only carries an emergency pistol called the Paralyzer which also comes integrated with a whip and a wire of plasma.

Ness is the protagonist of the second installment of the Mother series called EarthBound (or Mother 2). Ness is a young boy specialized in PSI powers, which includes numerous attacks like PK Fire, or PK Thunder, in addition to the all-powerful PK Starstorm as his Final Smash. Ness is the only character that can recover his damage by himself using PSI Magnet to absorb energy-based projectiles.

Captain Falcon is the bounty hunter racer of the Nintendo's F-Zero racing games. Captain Falcon has a moveset similar to his Smash Bros. counterparts who has been expanded to include the missing moves he didn't have in the first SSF like Raptor Boost or Falcon Dive. The Falcon Punch and the Falcon Kick also return.

Kirby is the protagonist of his eponymous Kirby series. Kirby's unique ability to inhale and copy his opponents' standard special move is now present. He even dons a particular hat from the opponent he absorbed. He still has the ability to float 5 times before falling.

Meta Knight is the mysterious, eternal rival of Kirby, a pride swordsman and leader of the Meta-Knights. Mostly a transition from his Brawl counterpart, Meta Knight poses almost the same moveset, albeit toned down to allow a more regular character. Much like Kirby's ability to float, Meta Knight can use his wings to soar the air 5 times before falling.

Bandana Dee is a loyal subordinate of King Dedede which was originally another foe for Kirby, but eventually changed his terms with him to the point of turning into a good friend and even a trusty ally for Kirby. Bandana Dee carries a spear as his main weapon, which maneuvers in multiple ways to attack. His moveset also alludes to many members of the "Waddle" family like a Waddle Doo's ability to shoot beams, or a Parasol Waddle Dee's ability to shield himself with the aforementioned parasol.

Fox is the leader of a group of space mercenaries called Star Fox from the series of the same name. Fox's moveset has been expanded to that of his Smash Bros. counterparts. For example, he can now control the direction of the Fire Fox before launching. The remaining attacks like Blaster, or Fox Illusion, remain mostly the same but were updated in the same way.

Falco is a talented pilot, a member of the Star Fox team, and a friendly rival for Fox. Falco's moveset is a combination of his appearances in Melee, Brawl, and Smash 3DS/Wii U having regained his Reflector from the former, while having most of his moves operates based on the latter two Smash titles.

Pikachu is an Electric-type Mouse Pokémon, considered to be the mascot of the Pokémon franchise as well. Pikachu is a small character that deals with electric attacks like: Thunder Jolt, or Thunder. In addition, Skull Bash can now be charged.

Jigglypuff is a dual-type Normal/Fairy Balloon Pokémon. Its body mostly resembles the form of Kirby, but aside the fact both can float up to five times in the air before falling, and the almost similar weight class, Jigglypuff's moveset is considerably a lot more different, not to mention unrelated, from Kirby's. It is mostly based on its Super Smash Bros. incarnation with attacks like Pound, or Rollout, conforming Jigglypuff's moveset.

Marth is a character from Nintendo's tactical RPG game series Fire Emblem. Marth is a noble prince and swordsman who carries a longsword called the Falchion. Unlike Link, Marth completely relies of the Falchion, save for a few exceptions. The blade of this powerful sword is capable of piercing shields, and even allowing a quick succession of rapid slashes with a lot of possible ways to attack. Marth can also counter enemies' attacks and finish them off with a blow on the defenseless opponent.

Mr. Game & Watch is the modern-day mascot of the Game & Watch LCD handheld consoles. Overall improved, he now poses all of its attacks in the Super Smash Bros. series, from having the traditional sausage-throwing Chef improved to the new projectile-absorbing Oil Panic, to countering on his opponents. As a rather small and flat character, Mr. Game & Watch is very prone to getting launched into the air with a lot of ease.

Pit is the protagonist of the Kid Icarus series. Pit is an angel that protects the queen of light, Palutena, from the enemies of the underworld. Similarly to Link, Pit comes armed with a huge arsenal of weapons including his trusty Palutena's Bow, the offensive Upperdash Arm, and the defensive Guardian Orbitars.

Isaac is the Earth Adept, silent main protagonist and party leader of Golden Sun. Isaac has been pointed out as a character relying a little with sword-based attacks, and instead has a bigger focus on psynergy attacks. For instance, he can create hand-shaped psynergy forces, which he can use to move things around or grab enemies around, that can also lift him into the air. He can also cast a psynergy indicator in the ground to rise an earth pillar from any point.

Chibi-Robo is a 10-centimeter-tall robot and main character of its eponymous Chibi-Robo! series. As a multi-tasked robot, Chibi-Robo is armed with quirks it uses within its games such as a toothbrush, or even a spoon. Chibi-Robo's most unique trait is that it can open the lid on its head, and catch any incoming projectile to later launch it back to the thrower or any other opponent in the match.

Sonic is the 15-year-old protagonist of SEGA's Sonic series, that has the ability to run at supersonic speed. Not many changes were done to Sonic's conversion into the game; He is still the fastest character, has very similar attacks, and his sprites are still the same. Of course he also gathered new attacks as well. Super Sonic is merged with him, and it is now his Final Smash.

Tails is the 8-year-old fox friend of Sonic and his best friend to the point of brotherhood. He suffered basically the same change as Sonic; mostly the same attacks, the same sprites, but was buffed in the sense where he is now a faster character, and can use new devices as well as the Tornado biplane.

Mega Man is robot master created by Dr. Light, and the main character of Capcom's Mega Man classic series. Much like Mega Man X from SSF, Mega Man has an arm cannon that can shoot a wide variety of weapons from his past adventures.

PAC-MAN is the main character of his self-titled series, and the official mascot of BANDAI NAMCO Games (he is one of the oldest video game icons). He is a PAC-PERSON who protects PAC-LAND from the clutches of the evil ghosts. He comes to the battlefield with a variety of items that pay homages to other well known Namco I.P.s.

Bomberman is a robot whose main ability is to create bombs out of his own hands (hence his name). He is a robot who wears a white helmet with a fuse-like antenna (making his head resemble a bomb) that only shows his eyes. His mouth, if he even has one, isn't visible, therefore, Bomberman shows responses and emotions through his eyes. He can charge and throw up to 5 bombs on the stage, and he can detonate them at any time.

Black Mage is one of the many job classes in the FINAL FANTASY series. As with the original games, Black Mage is a character who is specialized in spells, rather than brute strength. He can freeze opponents, curse them with a small reaper that attacks at random, and can even poison them for a short time.

Sora is the main protagonist of SQUARE ENIX and Disney Interactive Studios' KINGDOM HEARTS series, a crossover based on FINAL FANTASY and Disney characters, specifically created for the settings of the games. Sora holds a weapon known as the "Keyblade" from which he can cast several spells from the FINAL FANTASY series, as well as using melee attacks.

Lloyd is the main protagonist of the game, Tales of Symphonia; the fifth mothership title in the Tales series. Unlike his previous incarnation, Lloyd is now a starter character. He keeps some of the same attacks, but also has also being expanded with new ones. Lloyd wields two swords called the Material Blades, the Flameberge and the Vorpal Sword. His attacks are technique called "tech artes" that range from the traditional Demon Fang to the powerful Falcon's Crest.

Goku is the protagonist of the manga series, Dragon Ball, by Akira Toriyama. Goku is a member of the Saiyan race, said to be the strongest race in the universe. Goku is a specialist in martial arts thanks to his constant training over the years. He also comes with a variety of techniques using his inner ki, like his signature Kamehameha or Kaiō-ken.

Luffy is the protagonist of the manga series, One Piece, by Eiichiro Oda. He is the captain of the Straw Hat Pirates and wishes to become the Pirate King one day. His appearance is based on the second part of the series. As a rubber man, his moveset focuses on stretching his body parts to attack, using techniques from his adventures such as Gum-Gum Rocket and Gum-Gum Pistol.

Naruto is the protagonist of the manga series of the same name, by Masashi Kishimoto. Naruto's appearance was updated to match his appearance in the second arc of the manga, whose anime adaptation is called, Naruto: Shippūden. His attacks, unlike his previous incarnation, now include the use of jutsu and chakra, thus Naruto is finally able to use his signature, Rasengan and the Shadow Clones in different ways.

Ichigo is the protagonist of the manga series, Bleach, by Tite Kubo. Ichigo is a shinigami who got his power from another female shinigami, called Rukia Kuchiki. Ichigo dons this form within the game and carries a large blade called a Zanpakutō which is his main weapon. Among his attacks include his signature Getsuga Tenshō, Engetsuzan, and Bankai.

Unlockable characters

These are the characters that have to be encountered and defeated in a challenge match in order to become available:

Waluigi is a recurring character in many Mario spin-offs games, particularly Mario Kart or the Mario sports games. He is Luigi's purple-clad rival and is Wario's partner in many of his appearances, whom Waluigi shares a mysterious relationship. Though he has never appeared in a Wario title as such, Waluigi's position as his de-facto partner sorts him as part of the Wario universe. Any other information is unknown.

Pichu is an Electric-type Tiny Mouse Pokémon that evolves into Pikachu. Because of this, much of Pichu's moveset and attributes are near-identical those of Pikachu, only its generally weaker and faster. Additionally, due to Pichu's inexperience containing its electric charges, it damages itself when using electric attacks such as Electro Ball or Thunder. Once Pichu is damaged long enough, it will enter a discharged state that will makes its attacks slightly different and more powerful. Conversely, Pichu can go to sleep and recover some damage steadily by crouching.

Krystal is a Cerinian vixen, another the member of the Star Fox team and Fox McCloud's love interest. She is the most unique fighter of the Star Fox characters. Krystal's main weapon is her trusty staff, whom she uses in the majority of her attacks. She also comes with an array of other weapons from Star Fox Assault, like the Sniper Rifle or a supply of Grenades. Per tradition, Krystal also borrows similar attacks from Fox and Falco.

Simon is a member from the Belmont clan, a bloodline of hunters with immense power that have engaged in combat against Dracula for centuries. His appearance is based on his design in the game Castlevania Chronicles, in which Simon has long red hair and black armor. Simon's moveset mainly consists of attacks with his whip, the Vampire Killer, along with several weapons he uses in the Castlevania series, including crosses, axes, or bottles of holy water.

Rayman is the main character of the game series from the same name, the bizarre hero of the Glade of Dreams entrusted to protect it from any impending danger. Thanks to his limbless nature, Rayman mostly posses long-ranged, albeit weak, melee attacks from his appearance in Rayman Origins. Rayman can also use his hair in a propeller-like manner as a way to attack opponents and may also use it to slow his descend, he can also generate an enormous plum and toss it offensively towards opponents or use it as an emergency platform.

Sandbag is an anthropomorphic punching bag which initially served as the subject to launch in Home-Run Contest, since then, it has become a recurring element in the Super Smash Bros. series since then. Considered to be the game's joke character, and has unusual physics regarding to its playstyle. For instance, Sandbag has really insane strong attacks, a quirky way of moving, and the inability to grab ledges.

Expansion characters

Expansion characters are optional playable characters not bundled with the game, and thus, need to be downloaded. This concept allows any player with time, dedication, sprites, and a copy of Flash to create a playable character for others to enjoy.

Stages

A stage is an arena where battles take place. Some stages have hazards to add uniqueness and complexity, though these changes can be disabled with the hazard switch for more relaxed battles. As with playable characters, stages are also sorted into starters and unlockables to determinate their availability.

Starter stages

These are the stages that are available right immediately after starting the game for the first time:

Final Destination is the simplest stage in the game, only one hard platform with no other gimmick or hazard and no other platform. Thanks to this, it is one of the preferred stages for competitive play tournaments.

Galaxy Tours is a multi-compilatory stage where players ride on the Starship Mario, a small planetoid in the shape of Mario's head and battles occur on the deck of the starship, the stage changes into other galaxies and, before travelling into a galaxy, there are multi colored platforms all over the starship that are rearranged in a new form every time the players are brought back from a galaxy. These are the other galaxy forms the stage changes to:

Bowser's Castle is lava-filled area consisting of two platforms and small hovering pass-through platform in the middle. Players have to be careful to not be squashed by a Thwomp, who will suddenly come and stomp the stage platforms, sinking that portion into the lava. Thwomps also serve as platforms for the time it is on stage, and it may also carry the players beyond the upper blast line resulting in a KO.

Mushroom Kingdom III is based on the overworld levels of Super Mario Bros. 3. It is composed of various colored platforms on both sides with a hole in the middle and a wooden platform to stand on. Sometimes, a blue ! switch appears and pushing it will make crush all blocks.

Mushroom Kingdom II is based on the overworld levels of Super Mario Bros. 2. The stage is divided in three platforms with the middle one being a bit lower than the two on the sides, for the sides spawns Birdo who will shot egg at the players before retreating, a Pidgit on his carpet will occasionally come down, players can use it as a platform. Logs will fall from the waterfall on the edges from the middle platform.

Princess Peach's Castle takes place atop the castle itself, there are two small platforms on both side of the castle that rise whenever a character stands on them but would descend once the character jumps out of them. The tower in the middle narrows the spaces to stand on, and the player can stand on the top, too.

Jungle Hijinx is a relatively small stage. There is a slope in the middle of the stage and a pass-through platform on the right. A Barrel Cannon hovers over the stage, anyone who enters the barrel can shoot, himself/herself, in the direction the white arrow is pointing.

Yoshi's Island, contrary to the name, actually hovers over the island. Notably, it has a rotating structure with four platforms connecting with each other, the main platform connects with red stairs, two platforms on the side that are passable upwards, but not downwards. In contrast with these, there are two pass-through platforms over this platforms. Goonies fly by the stage, and someone can get on top of them to catch a ride.

Yoshi's Island incarnation from Super Smash Bros. (hence the 64 part of the name) takes the form of a book-like structure, three pass-through platforms hover over these platform. On the sides, there are soft clouds to stand on, but if someone stands for too long, the cloud will disappear, dropping any player standing on it; after a time, it appears again.

Yoshi's Story is a stage with a pop-up book-like appearance that is a very basic, neutral stage, similar in structure to Battlefield—A circular platform with three pass-through platforms hovering above it. Unlike Battlefield, however, The main platform has walls which continue to the bottom of the stage. A small floating cloud moves in a rectangle through the bottom of stage and can be stood on.

Emerald Cave, true to its name, poses an underground cave covered by wooden panels; breaking these panels allows access to the cave. There are numerous ways out of the cave that are also covered by panels that must be destroyed, this actually makes harder to KO opponents in this stage. Any destroyed panel respawns after certain intervals of times.

WarioWare, Inc. takes place on a weird elevator zone which warps into numerous microgames which interact and affect the course of the match. Winning these microgames by accomplishing their task, will award the player. Outside the microgames, the stage poses a hard platform with hovering pass-through platforms.

Skyward Voyage is a travelling stage where players go aboard Beedle's Air Shop as this cabin takes player into numerous sky islands including the Light Tower - where the battle actually starts from - Pumpkin Landing, Bamboo Island, etc. Each island has a different layout.

Clock Town is one of the smallest stages in the game, in proportion with size of the platforms to the space occupied. This stage only has two hard platforms on both sides, with an elevated pass-through platform in the middle. the blast lines are also closer to the stage compared to other stages. The background shows the eponymous clock tower, with the Moon coming closer to the town. Once it reaches the bottom, the "Song of Time" plays and the Moon returns to the sky. These visuals don't affect the match.

Crateria has a very complex layout comprising of a large wall in the middle, and a low platform on the left. When the alert sounds, players must hide under the wall's platforms to cover themselves from the acid rain that inflicts damage to them.

Phase 8 is composed by many rocky platforms surfacing a pit of lava. A lava flow drain from the middle of the stage damaging players that touch it, the only safe way to get through the lava is by passing through the central platforms while it is covered in glass. The lava from the bottom will also rise covering most of the lower portion of the stage.

Saturn Valley comprises a big plateau covering a good part of the stage. On the left side lies a small space to stand on and a pass-through at the level of the plateau under the cliff. The right side is longer, has a pass-through platform hovering over it and has a small house which many Mr. Saturn come out of and can be grabbed and thrown.

Fourside takes place on a city over a trio of buildings, the middle building is the tallest of the other two. There are narrow gaps between the buildings. A UFO will sometimes spawn on the upper right side acting as a slippery platform.

Sand Ocean takes place on a F-Zero derby, players fight atop the Falcon Flyer which flies by at high speed over a race track below. Players that fall on the track might end up being "dragged" (left behind) to the left blast line, resulting in a KO, so players must fight back to get on board the Falcon Flyer again.

Rainbow Route could be considered an updated revision of the previous Kirby Hub Room from Super Smash Flash, now being completely playable. The stage has the most platforms any stage can have, most of them, particularly the small ones, are of the pass-through type, only two platform don't work this way, the main cloud platform and long blue platform of the center, both platforms can be pass-through upwards but one cannot go down.

Dream Land's layout is similar to Battlefield's, but is a bit bigger. a notable difference is also the presence of Whispy Woods in the background that sometime blows wind that pushes characters and items.

The battle takes place on board a spaceship called the Great Fox II. The deck of the spaceship essentially serves as a large and main platform. There are four smaller red protruding wings on both sides of the ship that act as platforms, two on each side of the ship with the upper one being a pass-through platform.

Sector Z takes place on space, on top the Great Fox. The deck is a very long portion which covers most of the stage. The tail portion is lower and smaller, and players can also stand on the ship's cannon lasers it has in front of it to hide from other players.

Pokémon Colosseum is a stage that can change its layout over the pass of the time, each with a different theme. The basic layout with no changes only consists of a hard platform with two small pass-through platforms on the sides.

Silph Co. is a big stage, taking place inside the eponymous building, that scrolls into different directions over the pass of time, thereby, altering the layout of the battle. As it is presumed, players left behind will be invariably KO'd, so they got to think and move fast.

Lake of Rage is a considerable large area that has a small shore on the left side and an island in the right side, the peculiarity of this stage is found on the Red Gyarados that roams the lake, it will pop out from the bottom of the lake and shoot its Hyper Beam towards players.

Castle Siege is a transitioning stage that changes into three different layouts. First it starts off on the roof of the castle, and it follows to the castle throne hall and finally moves to a fiery underground area before returning to the roof and starting the cycle again.

Flat Zone + takes place inside a gigantic Game & Watch, it comprises several elements from some Game & Watch games, like Manhole, where player should be careful not fall in the manhole that is not covered, or Turtle Bridge, where players can ride on a turtle above a body of water.

Palutena's Shrine consists of a large platform with a single hovering pass-through platform right above it, as well as a small "second level" platform underneath the main one and a floating platform on either side.

Desk is found somewhere in the Sandersons' house. This stage is unique in the sense that the computer internal clock is reflected on the clock on the wall and the exterior from the window in real time. Players can also interact with the stuff from the desk, like the stapler acting as spring who propulsive players up on the superior shelves, shutting down the drawers and launching the players back when they open again, turning on and off the big lamp, etc. A lot of random factors also occur.

Smashville is very simplistic: only the main hard platform and a pass-through platform that hovers and slowly moves from side to side. On the background one can spot numerous characters from the Animal Crossing media.

Distant Planet has a peculiar design. It is a one-sized platform accompanied by three soft platforms that descend if someone stand on them, on the left side is a slope that connects to the blast line. When it rains, water flows from the slow and the current drags the players. There are also pellets that can be thrown at their respective onions to make them spawn items.

Nintendo 3DS is a stage that interacts with the fighters by setting several indie games on the match, including a Tetris-grid with falling tetrominoes, gravity changes, a paddle with incoming, harming blocks and large platforms that rise and low.

Casino Night Zone is a medium stage completely surrounded by bumpers that launch around player that come in contact with them, and this sometimes prevents KO's. There are a total of six bumpers in the stage: one scrolling bumper on the top, two on each side (up and down) and one scrolling bumper in the bottom.

Sky Sanctuary Zone has the peculiar characteristic of platforms crumbling after someone has stood on them, these platforms are found on both sides and respawn in the place they were after a certain amount of time. The main layout is that of a hard platform with two pass through-platform on the sides. In the background lies a fountain, the rusty remains of the Eggrobo flying by.

Green Hill Zone is a medium stage with a big slope in the middle that could harsh some projectiles. Both sides connect to the blast line, meaning there are no edges. There is a loop in the background which does not affect the match in any way, but some minor Sonic characters can be seen running across it.

Skull Fortress comprises a lot of small platforms scattered in the middle with four zones on the sides leading to the boundaries of the stage. There is also a gap in the lower part of the stage. The fortress in the background will release a swarm of Mega Man enemies that will rampage across the stage, attacking the players.

Central Highway takes place on three hard platforms with two narrow gaps between the platforms that could hinder the recovery of some characters. After a while, a platform breaks off, creating more platforms.

PAC-MAZE is a stage with really peculiar feature: all its borders are connected to each other, with no risk of getting KO'ed, meaning characters that fall to the bottom will instantly appear falling from the upper part, similarly, jumping far enough from one of the sides will make characters to appear in the other side. Only by launching opponents far enough to the borders with an attack that makes them flinch will result in an habitual KO.

Tower of Salvation is another small and simple stage with a hard main platform and two small pass-through platforms that rise and descend. Though a small stage, it poses a hazard which could be the strongest hazard in the game: Mithos Yggdrasill. When he appears, he cast numerous attacks over the stage, some of which might end up KO'ing the players.

Bomb Factory has a grid-based pattern on its background. Based on these tiles, soft blocks spawn in the area and can be used as platforms or be destroyed by players. Bombs also spawn aside the blocks, and they explode in a + pattern heavily damaging players on its way and detonating other bombs immediately. The main platform connects to both blast lines.

Lunar Core consists of various platforms connected by several staircases and two soft platforms situated on the upper right and upper left sides. At certain times, multiple red beams will streak across the stage, damaging players in its path.

Twilight Town is similar to Fourside as it takes place on top of some buildings, with narrow gaps between them. The layout is different, however: the left building has a space covered with another hard platform which prevents sending a character upwards, the middle building has a small plateau and a structure with a pass-through platform, in addition, the left gap of this building has some other pass-through platforms. The right building is less complex as it only has a slope.

Shadow Moses Island is surrounded by two hard pillars that prevents anyone to get launched to the sides. The stage is divided by a pass-through platform into two portions, the top and low sections. The low section has two pass-through platforms.

Planet Namek comprises a large rock platform over a large body of water. It has a high elevation on the right side that slopes downward toward the left side, where there is a white dome on the ground. There are two soft white platforms that float in the air, with one above the right side of the main platform and one directly to the right of the main platform with gaps between those platforms.

Hidden Leaf Village is a "floating" stage surrounded by buildings. The two found on the sides, can be stood on. The left building has two pass-through platforms, one over it and the other connected to its side. The right building is taller and has some floor to stand on, albeit they are smaller. There is a tree branch next to the building and it acts like simple pass-through platform.

Hueco Mundo sets on top of a steep hill that players can fight on. The hill connects to the bottom blast line, making it easy for KOs. Sometimes a platform will float through the stage for characters to stand on.

Unlockable stages

To access the following stages, certain criteria must be met in order to unlock them:

Metal Cavern is a stage originally reserved for the 1P Game for Super Smash Bros.. It is notably a small, hazardless stage conformed by a hard platform with a single pass-through platform paced in the middle. As with the original game, players have to deal with a metallic opponent here during Classic mode.

Waiting Room is almost similar to Final Destination is terms of layout and shape, the only difference stands on the appearance of the stage as there couches and flat screens projecting the game's "2" in the background, the Earth is also visible in the upper part.

Mushroom Kingdom is based on the overworld levels of Super Mario Bros.. There is a gap in the middle with two lift platforms hanging above it, when players stand on one, it will descend while rising the other one until both platforms fall. There are also warp pipes that can be used to travel back and forth between different places of the stage, these pipe are guarded by Piranha Plants that can be taken out.

Hyrule Castle is a large stage with three uneven areas to fight on, including one with three high platforms and one with a tower that can be stood on or hid inside. Occasionally, a tornado will randomly appear somewhere on the stage and move back and forth for a short while, launching anyone who gets caught in it.

Devil's Machine is the widest stage in the game, based on the site of the final battle against Porky Minch and Giygas in EarthBound. The stage itself consists simply of a single flat platform that reaches the left and right blast lines, with the machine itself in the background at the center of the platform. Giygas appears in both the foreground and the background of the stage, and occasionally the stage will zoom out to show his dialogue box with unsettling dialogue randomly generated.

Saffron City is relatively large stage and, similarly to Fourside, takes place on a trio of building, whose most prominent one is the Silph Co. itself, only this time it seen from the exterior. There is a door that periodically opens from the Silph Co., whenever a player gets close to this door, a random Pokémon will pop out and interact with the player in several ways.

Steel Diver is a submarine that acts as the main platform of the stage, because it is submerged underwater, characters tend to be floatier and, thus slowly descend after jumping or launching into the air.

World Tournament is a stage with a simple layout of one medium-sized low white marble ring in the center of the stage, surrounded by grass that reaches all the way to the far left and right stage boundaries. However, stepping on the grass results in the immediate loss of a stock, making the grass function more like a blast line than a platform.

Final Valley is a massive stage consisting of two tall stone platforms on each side of a waterfall, where two small "floating" platforms are unevenly spaced above a pit. Aside from the odd layout, the stage features no special hazards or gimmicks.

Items

Items fall from random places on stages, and characters can grab from the foreground and use them to attack, affect their status, or protect them. Below is a list of all items in the demo. They appear randomly in the stages or inside of containers, such as capsules. These items have been confirmed and are featured in the current version of SSF2:

The Fan is the weakest among all the battering items, but it can be used consecutive times to trap opponents to accumulate their damage. A forward smash can shatter shields, and a thrown fan launches opponents vertically.

The Motion-Sensor Bomb sticks on the ground after thrown, remaining immobile. If something makes contact with it, whether it is a player, an attack, or another item, it will explode, dealing great damage and knockback.

The Bob-omb can be thrown and explodes on contact with an opponent or surface, dealing great damage and knockback. If left alone, it will walk on its own and will explode after some time or if it gets touched.

Cucco is a chicken that will wander around when it appears. It can be used to gently float down when held, but if provoked too much, it will release a swarm of angry Cuccos that will chase and damage the character who provoked it.

The Unira extends its spikes and sticks to a surface after being thrown, damaging any opponents that touch it. If directly thrown at an opponent, it will bounce back, damaging them, before sticking to a surface.

Mother Brain stands in one place, summoning a swarm of Rinkas that damage opponents on contact. She laters shoots her powerful Laser Brain Attacks several times that deals heavy damage on opponents. Players may stand on her container.

Starfy attacks by performing a series of spinning moves, ironically called "Star Spins", with short range that trap nearby opponents, with possibilities of dragging them off-screen, KO'ing them. He is weak and can be attacked, but is hard to defeat.

Porygon, Porygon2 and Porygon-Z use Tackle, which make them rush rapidly towards one side striking any opponents on their path. They differ in that, the higher the Pokémon in the evolutionary line Pokémon is, the more damage and knockback it will deal, as such, this also affects the rarity chances it has to appear.

Shroomish stays in one place and periodically releases a random dust emission that has a corresponding effect on opponents that come close to it. Stun Spore paralyzes any opponent, Sleep Powder causes the opponent to fall asleep, and Poison Spore deals poison effect.

Game modes

Solo

Classic

In Classic Mode, the player fights CPU controlled opponents in a series of levels, with bonus rounds at certain intervals. Further expanded to include more levels, the mode ends with the traditional fight against Master Hand on Final Destination.

Adventure

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Adventure Mode will use the concept of mini-planets.

There was a Melee-styled Adventure mode revealed at some point of the game's development, somewhat similar to SSF's Adventure Mode returning in SSF2. Levels are to be based around the known multiple locations from the game franchises represented through the game, such as Super Mario's Mushroom Kingdom. Aside enemies and obstacles, player might also encounter locked doors, mid-bosses and cannons. As of now, its status is unclear.

Training

Training allows player to test characters on the multiple stages available for the game. By pausing, player can get access to a menu that they can alter and change the surrounding of the battle, like adding or removing opponent characters, spawn items, increase or decrease the speed, etc..

Stadium

Stadium is a series of sub-games, that normally do not have fighting as the main focus (save one exception) which includes the following modes:

Home-Run Contest

Home-Run Contest has the player to launch the Sandbag as far away as possible using the Home-Run Bat, or by any other means necessary. The player has 10 seconds to rack up the Sandbag's damage to sent it even further away.

Target Smash

Target Smash, or Break the Targets, puts the player to destroy 10 targets in the minimal amount of time possible. There are 4 levels to play for everybody, ranging from level 1 to level 4. Aside the regular Target Smash, there are also unique, personal levels for each character from the roster, each having to exploit the character's attributes in order to destroy all the targets.

Multi-Man Smash

Multi-Man Smash is a single-player mode that challenges the player to defeat as many opponents as possible, under various pretenses, before falling from the stage, self-destructing, or being KO'd. The opponents are once more the Fighting Silhouette Team. The sub-modes are the following:

Group

This mode focuses on multiplayer modes. It has been expanded from its SSF's incarnation to include a plethora of new modes.

Smash

Smash is the standard fighting mode for the game. The first thing is to select a character. To select a character, the players have to click and drag the token with their respective player number on it to the character's mugshot. To add variety, players are able to swap their character(s) to different colors.

Once the characters are selected, the players may decide how difficult the AI will be, in case they want the missing slots to be filled by the computer. Below each CPU, there is a slider that lets the player select the CPU's difficulty. The further right the slider, the more difficult the CPU. Nine is the highest level of difficulty.

In the top of the character selection screen there is a large gray bar that says "-man KO test!" Clicking on it will lead to the configuration screen to change many settings for the matches like how long the match will be, and/or how many lives player will start at. Players can also determine the damage ratio, (a value that multiplies with knockback that changes the distance a foe is thrown by attacks), the item frequency (how often items appear), the start damage (how much damage players start out with), whether or not to display the player number above characters' heads at all times or set the stage hazards either on or off.

In the top right corner of the options screen there is button with a gamepad that reads "Controls". Clicking on it lead to the control configuration where players can decide what controls they want to use. To change the controls, players have to click the players's number, then click on the name of the command they want to input or change, then press the key they want to trigger that action. Players can set up controls for up to four people, and up and jump may be mapped to the same key. Once everything is set up the way desired, players have to click "Ready to fight" or press the spacebar.

What proceeds is the stage selection. Selecting the stage is mostly the same as selecting a character, players have to place the cursor over a stage mugshot and simply click to take them into the battle. All characters have a brief entrance animation before the match begins during the three second countdown.

Unlike Melee mode from SSF, players are now rewarded with unlockables by playing a certain number of matches.

Special Smash

Special Smash, or special versus, allows players to select special modifiers for play, such as "mega mode" which causes all characters to be as large as if they've used a Super Mushroom. Other modifiers include lower gravity, any damage taken traps the players inside Yoshi eggs or even mimicking the flawed physics of the original Super Smash Flash.

Arena

Arena is a new game mode where players can participate in various, action-oriented, multiplayer sub-games using the Sandbag. It can be considered the multiplayer equivalent of Stadium from Solo. Currently only two sub-mode has been revealed:

Sandbag Soccer

Sandbag Soccer has the players have to "kick" the aforementioned Sandbag to introduce it in the opposing player's goal. As the Sandbag gets damage more and more, it can be difficult to stop it once it is shot.

Sandbag Basketball

Sandbag Basketball has the players have to launch the Sandbag and pass it through the opposing player's hoop net. Equally, more damage on the Sandbag means it will be difficult to stop it once it is launched.

Online

Online allows players to fight each other via an internet connection with the help of McLeodGaming Network, SSF2's personal online service. Players can choose whether they create a room for other to join or simply join an existing room to play online.

Vault

The Vault section includes the many collectibles of the game the player has been awarded, as well as other rewards.

Trophies

It has been confirmed that there will be collectible trophies. It is not confirmed what trophies there will be.

Data

On Data players may manage save data and records by importing and esporting files. Data may also be deleted from here.

Development

Following the release of the first Super Smash Flash in 2006, when Nintendo first announced Super Smash Bros. Brawl, it enjoyed a huge popularity and demand for a sequel suddenly grew. The game's creator, Gregory McLeod, decided to make a new Super Smash Flash game loosely based on Super Smash Bros. Brawl, crowning it the appropriate name of Super Smash Flash 2.

Gregory McLeod made this announcement on the McLeodGaming Forums, so its members could provide him with sprites, effects, and sounds to make his new game. In seeing how open the development of the game was, this soon also led to the creation of a usergroup called the Super Smash Flash 2 Developers, which keeps track of users with major contributions to the development for the game, and hiding the majority of the content from the public.

Super Smash Flash 2 is released to public by Gregory McLeod in a demo format that gives the public a sneak peek of the progress that is being made on the game. Newer versions are periodically released with many enhancements, such as character improvements, bug fixes, new stages, etc. In doing this, everything is tested before the final release, the public stays excited for the game, and no unlockable content is spoiled in doing so. The first ever playable demo, version 0.1a, was released on Christmas Day of 2007. Since Super Smash Bros. Brawl had not been released as of that moment, Gregory McLeod developed his own game mechanisms, such as the grounded, pick-up-able Smash Ball. Many other mechanisms were implemented with the release of newer and improved demos after Super Smash Bros. Brawl was released.

Some of the promotion for the game is in the hands of the developers. A teaser trailer was released to project the game's existence to non-McLeodGaming Forums members. A DOJO!!![3] was also released to provide info on characters, stages, and many other things relating to Super Smash Flash 2.

In 2010, Super Smash Flash 2 received a major overhaul after the codebase was upgraded from Macromedia Flash 8 to Flash 10 AS3. The demo released that year, version 0.6, was the last demo where Gregory McLeod handled all the coding by himself. All the progress that was done at that point was scrapped and developers began working fresh on the game, Gregory McLeod now received more help in the coding by other developers. The planned rosters was changed and is kept in secret by developers since, from that point onwards, Super Smash Flash 2 would be called a reboot to Super Smash Flash rather than a sequel.

In 2013, Super Smash Flash 2 began attending at major tournament events, particularly the APEX tournament series, but only as a guest game. These events are used by McLeodGaming to showcase the newest version of the game and let attendants to play it. New content is also revealed there.

On May 29, 2017, Super Smash Flash 2 finally reached its Beta state.

Differences from Super Smash Flash

Super Smash Flash 2 also improved many qualms and errors from the first Super Smash Flash retaining few mechanisms but fixing some others.

Reception and impact

Super Smash Flash 2 has received a very positive response from players, greatly overshadowing its predecessor. From the view of the demos, Super Smash Flash 2 is considered a big departure from its predecessor thanks to its improvements on the gameplay, controls and interface that were widely criticized from the first game, being more similar to those from the official Super Smash Bros. games. The sprites and tileset from the stages have received some praised for their unique design, edits and complexity which gives the game a unique polish, despite some being ripped from other official games, with minor complaints focusing on the origin of the rips.

The game modes and items, not present in any the official Smash Bros. games have also met a positive reaction citing them as original and clever, comparing them with the actual modes and items from the official games. Criticism for the game is focused on the bugs and lag found in the demos, making the game uncomfortable and tiring to play, but most are ultimately fixed in timely demo updates. The sound effects have also been criticized due the tone changes and unfitting clips on the voices of some characters, like Wario's dash attack for example. While, according to Gregory McLeod, it is still under development, the improper looping of background music on menus and stages has also been criticized.

From many Super Smash Bros. fan games, Super Smash Flash 2 is considered a very advanced game, thanks to its constant progress and attention given to it from its developers, while many other fan games are simply left in development or are abandoned without any notice. GamesRadar+ listed Super Smash Flash 2, 5th on its list of "10 Fan Games That Shouldn't Be Ceased or Desisted" citing the improvements and characters added from the first game.[4]
In 2012 it was said to have over 400,000 plays a day on McLeodGaming alone, making it by far one of the most popular Flash games around the Internet. It has also been compared to other similarly successful Smash-oriented fan projects that, much like Super Smash Flash 2, have constant development, such as Super Smash Bros. Crusade and Super Smash Land.